Based on UMG tutorials. Iâve learnt a better understanding of blueprints and their interaction with each other as well as an understanding of Widgets for UI.
This system is flexible allowing different pickup items to be made and modified easily. Iâve implemented a simple food pickup for the prototype that can be stored and eaten at any time. Additionally, this inventory system allows for interaction with other actors. What this means is that I could easily make a campfire that can be spawn by the player anywhere.Â
The campfire is a collection of a few logs underneath a fire particle effect. Accompanying that is a point light that Iâve learnt how to animate both movement and brightness to simulate âflickeringâ. To finish it off is a HRTF speaker to play the fire sound effect. Iâm quite proud of this simply because of how fast and easy yet quite effective it was.
The inventory system itself is quite a task and to be honest I think I only understand 80% of it currently, will have to reverse engineer later on.
All that is left here is designing the UI and animations. Iâm thinking having the camera tilt downwards to a bag below would be good.
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Yesterday we set up our game for assessment. The end of semester four has arrived and we are getting this project marked on various points by the lecturers in BCT.
On Monday morning I got up early and arrived in studio to a bombsite. It was a complete mess everywhere with students rushing around getting their projects up and running for assessment at midday. We had most of the necessary parts already there and as more team members arrived we worked on getting things like the large TV display in place and decorated. As we had no wall we had to hang our posters from the display which I think is a bit tacky but it was our only solution as the pedestal we reserved never arrived. The business cards were printed nicely and we got heaps but the design includes no contact details. This was a very big mistake as they are basically glorified PostIt notes now.
Others were working on packaging the game and getting it up and running on the laptop. I basically went between everyone and helped where I could. We were working right up to the end in a very stressful final sprint to get the game working. Eventually we did with not a moment to spare.
We then had lunch and celebrated for the rest of the day and (some of us) into the night. Here at Project Kowhai we work hard and play hard.
To quote the end of my conceptual statement:
Overall I am happy with the game. There a few things we wanted to do if we had more time and skill such as animals, a few more mechanics, a larger map and true photogrammetry assets and environments. I have been able to learn a lot about Unreal Engine and partial open world level design as well as specific things like material and tech art visual scripting and particle effect manipulation. The most significant thing I have gotten out of this project however is my experience of leading this team. My skills as a people manager have grown significantly and I have been exposed to a more corporate business focused aspect of game design which can often be overlooked. It has also made me familiar with all the different sub skills and responsivities within the team on a broad strokes, holistic level.Â
This has been a great project with and even better team. 10/10 would game develop again.
So short I donât even need to compress the blog display length.
Tuesday
Fine tooth combed the level pulling trees down to the landscape and painting more landscape texture. Added some tree variety to the end tp zones.
Thursday
Implemented the picnic table at tp zone 8 or 9. The large open plain area. I had to invert the roughness with a 1- node on it's materials. I placed it beside the large field rocks. I then added a beer bottle and a tin of beans. I also added a radio that was recently modelled.
Garian added more noises.
Nathan tweeked some mechanics.
Zav and I printed a test A3 of the art poster. It has some printing lines but it was a good test.
As the dates draw near, we had a lot of talks about planning and what to do. Up to now, our planning has been solely focused on showcase but we canât ignore the importance of the assessment. After all, itâs our grades. But I sense that the team has lost the bigger picture in focusing on assessment. Itâs not entirely new, college essentially taught all of us that meeting the criteria was all you need and anything beyond that was just a waste of energy. But we are now in Uni.
The main point of difference here is the ability to teleport in the game. I initially provided this feature solely for development purposes as the map was huge and difficult to reach far areas to test solely by walking. This feature then went on to be used during GDM to showcase the environment as the actual gameplay and mechanics were still being developed. But as time went on, I personally felt as if the feature was being misused and wholly out of place for the game. Additionally, as time went on, the teleport locations went up to 8. Now, as the dates draw near, most of the team want to keep it in.
From my point of view, the teleportation takes away a major aspect of our project and changes the way people perceive it. Perhaps we were having different visions of the project all along and never really consolidated. Our project at its core was all about being lost, exploring, and experiencing. To me, allowing the player to teleport around made the game just one glorified slideshow and a cheap attempt to âshow offâ the âgood partsâ of our game. I hate to say it but itâs almost like âwhoring outâ the game, using its visual appeal and stripping away its actual value. Having 8 possible teleport locations meant that alot of work had to be done to make each area good and unique, as only the first 3 were of decent developed state, something I thought would meant a lot of work for our landscaper, Nathan. Personally I thought it would be logical to pour all our attention into the starting area to make it really good and even pull things from other areas into the starting area to demo here and there. From the start, my emphasis was making the starting area representative of the game, looks, atmosphere, interactivity and exploration. However Nathan kept developing new areas, spreading his work over a large area. Just for example, each area has to be constantly checked of floating trees, a problem with our foliage and landscape. Nathan has to check carefully and manually drag each one down to the ground. A slow but admirable process. But with 8 teleport locations, he is essentially multiplying his workload by 8, something that just doesnât seem logical. And thatâs just trees.
If Iâm being brutally honest, more than half of the teleport locations are not that great. Some of them feature a single thing like for example the loghut. But otherwise they all look essentially the same due to the same trees. After the third teleport, I personally think that the teleport locations have no exploration value and players are going to get hopelessly bored or lost.
The underlying reason for this decision, from what I understand was primarily aimed at allowing Ben, our lecturer, to explore all the areas. This immediately rings alarm bells for me, as whenever people aim their projects specifically for their lecturer or whatever, they are ignoring the many others that will see the project. If we are just going for marks, why bother being at the showcase? Ben was and is not our âclientâ so to speak.
But the team has voted and their choice must be respected. As such, I will have to rapidly come up with things to either see or do. With my current problems with code, it will have to be see. I have already suggested getting one more tree variant for the other teleport locations. Meanwhile, I will have to model some stuff.
This week was when my group moved into the corner with Project Limbus. I also completely broke the project and had everyone very worried until the other Nathan fixed it.
Monday
 On Monday (written Tuesday) i got into Uni, sat down and immediately started to week. "what shall i work on?" I thought to myself. Then level streaming came to mind. There's been a bit of pressure on me to get this done so that we can have smooth transitions between our main menu and our game level. I did a bit of research and was ready to start playing with it. I knew that tweaking how my levels are accessed is somewhat dangerous so I decided to back up the project by duplicating it first. I renamed the containing folder 0-5-5 as well as the project file and the visual studio file.  I did this in relative confidence as i had done it before and had no problems. I then went into the project and saw that the main map was labelled with an out dated version number and so i decided to clean it up and rename it appropriately. I did do and a message window appeared saying it couldn't find one of the items to save. I briefly looked at it and it appeared to be the map itself. Because I didn't understand this I read it but saved anyway.  The view window went black and every time I would try to open it, it would say it couldn't find the map. I tried opening the backups but they wouldn't open ether. I asked the 3rd years that i know who work with unreal and are much more knowledgeable than me and they couldn't give me any answers. I copied over the corrupt project folder for Nathan Young to have a look at.
 I tried running the version we had on our external hard drive that we used for GDM which was about two weeks old. When I ran this unreal said that it would have to rebuild the project because it was made with a newer version of unreal. This then failed twice. I started to download the latest version but at this point it looked like the project on my machine was unrecoverable. I went to lunch.
 When we came back Nathan fiddled with the corrupt project on his machine. After about forty minutes he had a solution. This was to rename the project back to what it was (which i had tried) and then delete all the backups I had dumped into the maps folder (which I hadn't). This worked and I tested, it.
Thanks to Nathan's efforts we (I) ended up losing no data and the project is up to date. I'm not going to do any more work on level streaming for this project. I now will not put version numbers on map files and will not rename them.
 We then had the team meeting late and these were the notes I brought up:
High res shots of tp locations printed out
Controller support
Level streaming if possible
Game over screen
The second hut
Add main menu options
Print business cards
Print posters
 T shirts? T minus will have them but Sujay probably won't. World it be right? How could we work tramping gear into presentable showcase store?
I water blasted one of my fake grass mats to bring in for presentation. Kavita has brought in some fake plants which look great. Garian has brought his tramping pack which will also work well.
 Tuesday
Came in and worked on audio. The forest track. I cut out the background voices and reexported the track. Xav gave me another sound clip to use for the beach, which is what I'll work on next.
We pulled all our stuff out of our u shaped corner and helped clear out the space for the presentation. I set up my desktop in Aldo's corner.
I made the starting fire quite embers and implemented a beer bottle that mark made. I made it translucent green. I am waiting for a label texture. I tried adding the new hut but its bad and worse than it was before. It is in the project but not in the game.
 Wednesday
Today i imported the second hut.
I made Beer bottles
Bought some black cloth from Leo for 15 which we divided by the five of us that where there so 3 each. This is for a backdrop for our showcase presentation that resembles a stary sky or glowworms.
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Thursday
Today I came in late cause i was sitting my full car driving license (I passed too). I rushed up the street on my skateboard as the lecturers were going around and getting all the groups to demo their work. I arrived in plenty of time but I still think it was slack of myself to not be prepared for this. Thankfully, even if I wasn't there the group would have still presented, just perhaps not as well.
 I had a look at level three with Aldo and Mark to assess how we would set up. I might get some linked paper cut outs of pine trees and drape them everywhere. Kavita thinks a sticky vinyl might work so she's pursuing that. I have a pine air freshener on the way. Ben thinks the Astro turf might be too tacky so I'm not sure of that. They all liked the idea of a bag of pine needles.
 I found a DOC map of hunua. It had an interesting aesthetic which I showed to my poster and business card mini team, Xav and Kavita. They can pretty much do whatever. I know they both have extensive experience with 2d art so I'm taking a very hands off approach with it.
 Garian fixed a sound bug and we updated the main menu sign to not include the DOC branding.
 I had a quick talk with someone about something in my team and this tuned into a serious, full group discussion. We were taking about the current teleporter system and whether that cheapens the survival mechanics of the game or is necessary to fully show our work. I think it does but it's necessary for marking in assessment. Later I spent a good chunk of time pulling trees down to the landscape and I removed a huge cliff that players would fall down.
 It's really cool to be spending time inside Aldo's group. It shows me what a more experienced team with more resources does things, how a better leader than me organises his team and basically what I'll have to step into next year. It's fun now but kinda scary when i think about next year and if i can measure up and help lead the team to that high standard.
 Friday
Wrote my context and concept statements for project kowhai.
 @markyeoh, @ncyrocks, @garianleighton-anderson, @vintagexvr, @kavitacreativetech
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 This week is the end of build phase 3 and the beginning of the final block of work, the polish phase. (it's just a phase, MOM! đ¤Ł). This means we can sit back a bit with the pace of work on the project and we can focus more on our minor papers, which most of us (me definitely!) need. We are very close to MVP. There are some small code stuff that needs to go in and I need to work on the second shed. We'll probably be at MVP by Wednesday night - Thursday morning.
 I sporadically placed Pigionwood trees into the forest and ferns at a medium density. I need to hand place a few Kauris.
 I added rocks around the base of the waterfall that hides the ugly transition between lake and waterfall. I added a modified version of the starter content steam to the bottom of the waterfall. This was modified heavily so that it is more opaque, sits well over the water without drifting to much and the particles spawn along a line. This works pretty well as long as I don't stare at it for two long. Anyone else would think it's fine.
 I added the second hut. The materials that Xav gave me were highly specular and quite dark. Aldo showed me how to fix the specularity with a 1- node that I had not seen before and I was able to multiply the base colour by 2 to brighten the surfaces. The textures look stretched however and this is something I will bring to the attention of Mark and Xav. I need to edit the collider so the player can get in.
 I'm organising a trip to see blade runner 2044 with the team this week.
 These were my notes for the team meeting:
 Very close to mvp
End of sprint 3. Beginning of polish phase
Larger focus on minor papers.
Need to paint the new trees - done
Need to test new trees - done
Need to animate main menu
Need to add main menu options
Need to add and fill hut two
Want a realistic night sky
Sort out who's bringing what props for the showcase
Tuesday
 No entry recorded
 Wednesday
Today I imported version three of the shack static mesh and all it's texture files. There are a lot of then as there are four material slots on the mesh and each has five or six texture maps. I had to import them in blocks as it would crash the editor, which it did many times. There should be a setting in painted to export them all as one file which is something I'll make sure happens next time.
The mesh was still stretched so I deleted it. We must have this done by tomorrow lunchtime. I've organized a trip to the cinema to watch blade runner tomorrow. Also, there is a seminar happening later about getting scholarships to game developers conferences happening later that night. Looks like I'll have to put parkour off till Friday but that's fine.
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Thursday
 Did no work on studio project
 I played around with blocking out a night city scene.
 Watched blade runner 2044. The whole film was an acid trip. An absolutely incredible experience, especially seeing it in IMAX. I'm very glad i went to see it.
 Went to IGDA talk and about scholarships. It was run in a garage presentation space very close to but not affiliated with the ARVR garage. There were about five others there but they were the hosts. It was very small and quite underwhelming. It was interesting however to hear the stories of these recent Uni graduates (two of which were ex colab) who went to the big GDC international conference.
 Friday
 Today I spent two hours helping out some third years with their research paper where I went through various exercises that encourage discussion and empathy between students and lecturers. I was worried at first about it getting too deep and personal but it was fun and enjoyable and i found it really interesting to hear my lecturers Ben and Pete talking about themselves and being less like lectures and more like the normal humans they are.
 I updated my blog header to a screen cap of project kowhai.
 I am thinking about getting a tidy email address but waiting to see if we get a Google domain first.
 Once I get a tidy email I can make a professional twitter account.
The first thing that probably comes to mind is words, but thatâs not the only way to tell a story. Especially in video games, words is a big no no. Let me repeat that, DONT DO IT. I cannot count the amount of times I have been turned off by games that had excruciating amounts of reading or talking. As a simple tip I learnt for story writing, donât you dare dump exposition. Players/readers are starting their foray into your world, lure them with small but attractive points and donât scare them off.Â
There are other ways of telling a story in game other than reading and dialogue. Flashbacks/somehow-dream-but-reality scenes are the second commonly used in games. For me the best stories are the ones I see in action and ones I find. For example, I learn better about a character by seeing them in action, how they speak, how they interact and so on. Instead of telling me they are loyal or evil, show me that they are. In terms of stories I find, Bethesda does this well especially in Fallout.
In a post-apocalyptic world, my initial curiosity is who lived here? What lives did they live? Was everything as great as it seems?
Bethesda leaves many props about abandon places that seem random but once you look at them carefully, all the pieces fall into place. Something as simple as bottles of alcohol next to a skeleton tells you that this person drank as much as he could when the bombs dropped. Or, more complex, clues to an underground scheme for a seemingly innocent town will lead you to bountiful loot.
I intend to use this technique for our game and my future games. For our current game, the main character came with a group of âfriendsâ into the bush and had a great time involving lots of alcohol. The players starts the game waking up in a cave not knowing this, so to fill him in on the backstory I plan to put simple empty beer bottles around a smoky campfire to tell part of the story. Additionally, the player also has a phone (hopefully), and by using the history of message exchange, the player can fill in the rest of the story.
This obviously requires a lot of work, and the more thought that goes into it the more complex, rewarding and ârealâ the story feels.
At this point, Iâve deemed the radial menu a lost cause due to the shallow value of it versus the amount of work needed. So Iâm now working on interactivity with the âfireâ.
In the game, I hope to give the fire more importance rather than just warmth and, light sure. Iâm taking inspiration from games particularly âThe Long Darkâ where the player can fuel the fire to extend its life, cook food and boil water. This might prove tricky as I will have to facilitate an exchange of information between my inventory system to this new system as well as starting the first phase of replacing overlaps with line trace interaction.
Iâm being careful to not give to much mechanics to the fire because the core message of the game is to keep moving. Too much mechanics will just pique playerâs curiosity to try them all and figure them out.